The dev blog of Ethan Gibson

  • He gazed at the ring for fifteen minutes before placing it back down on the hard wooden surface of his bookshelf. From time to time, Henry would sort through his collection of items and reflect on why he had kept them in the first place. To anyone else, all the items here were less than useless, but to Henry they were priceless. This ring, though, always caught his eye.

    It was his class ring; engraved were symbols that reminded him of clubs and organizations he had participated in, of friends he had made and friends he had lost. It was like a memorial that he could hold in the palm of his hand. The gemstone was a brilliant topaz that shined brightly when any light was cast upon it. The gemstone alone reminded him of his childhood. It was his birthstone and meant a great deal to Henry. For Henry, the ring was a time machine.

    When he first picked it up, he was instantly transported back to his last day of Highschool. He sat in his classroom, talking and laughing with friends, many of whom he had not seen since that very day. They discussed their plans after the bell released them at the end of the day. Then his mind traveled further, to his first relationships and the days of riding a school bus, where he used to play games with a friend. And even further back to his days in elementary school. He remembered his teachers, and how carefree he was in those days, he remembered some of his very first friends, some of the very oldest who he would grow up with, who he also had not seen in years now Then the ring transported him even further, before his first days of elementary school, before preschool even. It took him back to when his father was alive.

    Henry didn’t have many memories of his father. Decades had passed since his father’s passing. Yet, the ring brought Henry back to the exact day and time of those memories, as if he were reliving them. He recalled his father carrying him around and teaching him about the early days of computers. He remembered his mother taking him to visit his father at work one day, he remembered the smell of oil as he stepped into the garage his father worked at, the dim lighting of the building and the rows of car parts that filled the shelves of the store. He remembered the candy machine that sat on the front desk as he passed it on his way to the back room to see his father, how he was more concerned about wanting candy than seeing one of his parents. Then the ring propelled him forward again, to a memory of driving to school with his father. They had stopped to help people stuck on the side of the road. His father had been a paramedic, and from what Henry could remember he was always willing to help people, it had been the driving force behind Henry his entire life, the reason Henry had gone into the public service field himself., and then the ring sent Henry to his next stop on the road of memories, it sent him to see his father lying in bed at home, very sick.

    Henry knew what came next on memory lane, he had traveled it many times before and he wasn’t willing to travel it anymore. So, Henry sat the ring down on the wooden shelf, maybe one day later he would be willing to finish that journey again, but not today.

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

  • I was researching different game engines that are used in popular indie game, and discovered that Game Maker Studio is actually quite popular. It has been used in the creation of games such as: Hotline Miami, Katana Zero, and my favorite game based on previous blog posts, Undertale.

    Logo and name Copyright YoYo Games

    What they got right

    Game Maker Studio is an absolutely phenomenal game engine when it comes to the creation of 2D games. The original Game Maker Studio contained a wide variety of tools and functionality that could be used to create 2D games of almost any style. Game Maker Studio can creating almost any genre of game, from fighting games to story driven rpg games.
    Game Maker Studio even includes the ability to build games for Mobile Platforms. Games such as Sudoku Scramble and Bubbles the Cat have been made in Game Maker Studio, and are considerably successful on mobile game markets.

    Undertale, Copyright Toby Fox

    Where it falls short?

    Game Maker Studio does have a few catching points. The main one being that the Original Game Maker Studio is no longer receiving updates. The new, modern Game Maker Studio 2 now is in development, and charges an additional $100 for each additional platform you want to develop for. Another drawback of Game Maker Studio is that even if it does have the ability to develop 3D games, it definitely is lacking in features.
    The fact that the company has also now switched over to a more subscription based service, meaning that if you want more features you have to pay a fee every month instead of once, has driven me away from considering the new Game Maker Studio for my personal game development, at least for now. With the free account, you can only export to Game Maker’s proprietary format, GXC. In order for you to export games to a desktop format, you have to be willing to pay at least $5 a month for the base package. If you want to more platforms, you are looking at $9 a month or $80 a month for console exports.

    Screenshot from yoyogames.com

    What are my Suggestions?

    I understand charging for features, so if Game Maker was going to stick to their engine requiring separate modules for different exports, I would prefer it to be a flat, one-time fee. Beyond that, I hope that Game Maker Studio 2 will include more 3D Development tools, while also keeping and expanding upon the 2D toolset. I want to see more 3D games being created with Game Maker, but at the same time I would never want to see that push affect the quality of 2D games.

    Katana ZERO for Nintendo Switch - Nintendo Game Details
    Katana Zero, Copyright Askiisoft

    My Conclusion

    Overall I think YoYo games was right on the mark with Game Maker Studio. I think there are a few improvements that could be made, but the engine itself is a great tool that can be used to create a wide variety of games. I plan to explore the engine in more depth, and maybe make a new blog post after I have done so, but for now my first impressions are great.

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

  • A little history about Toby Fox

    Retrieved from MateriaCollective

    Robert F. Fox, more commonly known in the gaming community as Toby Fox, is an independent game developer and composer. Toby Fox is most famous for his development of the game Undertale, as well as the game Deltarune. Toby has also composed music for Pokémon Sword and Shield, as well as Super Smash Bros Ultimate. (Wikipedia, 1) Toby originally studies environmental science at Northeastern University. He originally got started with game development when he and his brothers developed Earthbound ROM hacks in 2006.

    Between 2009 and 2016, Toby Fox worked as a composer for the game Homestuck. From 2010 to 2015, Toby worked on various other projects, composing and writing, and was also developing an as-of-yet not well-known game known as Undertale. In 2015 Toby released the game Undertale, which became near instant hit. (Metacritic) The success of the game caused it to gain the title of a “cult video game,” or a video game without mainstream success but attracts a large cult following that enables it to influence mainstream games. (Wikipedia, 2)

    Copyright Toby Fox

    After the successful release of Undertale, Toby Fox went back to being a composer of various games, including a game known as Potion Shop, Rose of Winter, and Hiveswap. That is, up until his more recent games.

    What is Toby Fox doing now?

    Toby Fox today is working on another indie game named Deltarune, which is being released in chapters and is incomplete at the time of writing. Deltarune has similar styling and characters to the previous game, Undertale, but has much different take on story, combat, and other key aspects compared to Undertale. Toby Fox is working alongside the former Undertale artist Temmie Chang, as well as Kanotynes, whose art Toby says inspired him.

    Image Copyright Toby Fox


    Deltarune development started in 2012, being the base of what is now known as Undertale. The game has since undergone revitalization and had its first chapter released for free on October 31st, 2018. The second chapter was released for free in September of 2021, with Toby stating, “The world has been really tough for everybody recently.” Three more chapters are planned for a paid release, but no date has been given yet.
    It was originally suggested by Toby Fox that Deltarune would only be released once he had completed all the remaining chapters, but that has since been invalidated after the release of Chapter two and the previously mentioned announcement by Toby himself. I personally wait eagerly to see what more he has in stock for the game and its followers.

    So why do I think he is influential?

    I think Toby Fox is influential because of how his success has personally affected my life. Seeing how Toby went from only making ROM hacks, to developing a massively successful game using a pre-made engine is extremely encouraging to me. Granted, he did have a background in composing and writing, so he knew what he was doing when it came to the story and the music, but it is still a very inspiring story to me, and I believe it is an inspiring story to many of the people in the Undertale community today.
    I also think he has shown one of the downsides to making a huge indie game. Everything he does now will always be tied back to the game Undertale. Toby specifically had to come out and tell everyone that Deltarune would not be like Undertale, because it is a different game with a different story set in a different world. Sadly I don’t think that helps him escape the criticism that will come later, but it is an honest point that needs to be considered.


    Sources:
    Wikipedia, 1, retrieved on 10/27/2021, retrieved from: https://en.wikipedia.org/wiki/Toby_Fox
    Wikipedia, 2, retrieved on 10/27/2021, retrieved from:
    https://en.wikipedia.org/wiki/Cult_following#Video_games
    Metacritic, retrieved on 10/28/2021, retrieved from:
    https://www.metacritic.com/game/pc/undertale

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

  •                The game Deltarune starts as a very relaxing game. It contains design elements and characters obviously pulled from its predecessor, Undertale, and uses them to build a brand-new story. The game contains beautiful art, music, and story. Even though it is not fully published, each chapter feel like it contains nearly a full game on its own, both building on the story from the previous chapter and creating a new one at the same time. Below the surface level story as presented by dialog, there is yet another, deeper story spanning all the chapters that likely won’t be fully revealed until near the last chapters.

    Image retrieved from here. Deltarune copyright Toby Fox.
    Image Taken by Ethan Gibson. Copyright Toby Fox.

    The engagement that this game plays is wonderful. The four elements of player engagement, as defined by a paper published by Henrik Schoenau-Fog of Aalborg University, are objectives, activities, accomplishments, and affects.
    Deltarune contains all these engagement elements. For objectives, the game contains everything from delivering an egg from the dark world to an empty refrigerator on the surface, to the goal of restoring the balance between dark and light in the universe. Very different objectives, but they are both very engaging and require their own work to accomplish. For activities, there are an abundance of activities in Deltarule. There is buying and selling at shops, befriending or killing characters you meet, progressing through the game, forming relationships, and so much more. Each chapter comes with its own list of new and exciting activities.

    Screenshot by Ethan Gibson. Copyright Toby Fox.

    Accomplishments and affects in Deltarune are more hidden. The game attempts to make a point to the player early on that their accomplishments do not matter. The game attempts to do this by offering to allow you to fully customize your character and their name, giving the character a gift and a favorite item, then stripping that all away and leaving you with what it wants you to have. The game then uses the characters to tell you that nothing matters as well. The problem with this is that, if you pay close attention, your choices do cause changes throughout the game. Your choices can create and destroy relationships between characters, you can kill off a main character in the game, which likely will permanently remove them from future chapters of the game. These choices cause other characters that know nothing about them to react to you differently later in the game. Despite what the game tells you, there is accomplishment and there are affects that the player has on the world around them.

    The main shortcoming, I have with the game is that it has taken years for the second chapter of the game to be released. For every chapter of the game that takes years to release the more people slowly forget about the game, despite how great of a story it has.

    Screenshot by Ethan Gibson. Copyright Toby Fox.

    The strategy to fix this shortcoming is to get an actual team together and start developing the chapters faster. Luckily for me and the other game fans, this has already happened! Part of the reason the second chapter took so long was also the fact that the developer was still solidifying the game idea, so now that he has a development team and a solid idea, the chapters should begin releasing closer together than years apart.

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

  • My History with the Game

    For some time I have had an interest in a career as a 911 call center operator, or dispatcher. I began looking online for simulation games related to dispatchers, and came across this game on Steam. After spending a few days doing research about the game, watching people playing it on YouTube and reading reviews, I decided I would purchase the game and give it a try. I loved the game, because even if it was not real, it gave me the feeling of being in charge of units. It allowed me to, at the most basic level, pretend to take 911 calls and make decisions and responses that affected to outcome of the game. I enjoyed managing my fire, ems, and police units on the map. Keeping them safe and providing support when something went wrong.

    Game Overview

    Image Copyright Jutsu Games

    In 911 Operator, you play the role of a new hire dispatcher. You work to take 911 calls from various A.I. in the game, and send appropriate units as you see fit. You are given an interactive map of the city in which you are dispatching, which contains the locations of all current calls and units. There are a variety of calls you can encounter, from a simple cat stuck in a tree, requiring a single fire unit, to hostage situations that could require all available police and ems units.

    Shortfalls

    Gameplay by Ethan Gibson. Copyright Yutsu Games

    The game is amazing, but the game also has some issues that I see. For one, the current version of the PC game has three DLC packs that you have to purchase separately. The first DLC is the “Every life matters” DLC, which adds in the cities of Boston and Miami, a riot, a festival, and earthquake events. The second DLC is “Special Resources,” which adds in multiple new unit types and unit resources. Finally, the third DLC is the “Search and Rescue” DLC, which adds in snow storms and the ability to search for suspects and victims.
    My problem with this is that those three DLCs cost $18 in total, which is more expensive than the base game itself, at $15. Without the DLCs the players are missing out on a lot of fun experiences and challenges.

    My Suggestions for the Game

    My first suggestion addresses the DLC issue. I personally would like to see either the base game cost more, but include the DLCs, or for the base price to stay the same, but the DLCs cost less.
    Another suggestion I might have for the developers is to implement voice recognition into the game. I know this topic was discussed throughout 2017 and 2018 and sort of brushed off as something unimportant, but now that the game is much further along in development, it would be something great and would add an extra layer of realism.

    Screenshot by Ethan Gibson. Copyright Jutsu Games

    Final Remarks

    Overall, 911 Operator is a wonderful game in my opinion. It lets you experience taking 911 calls, managing and dispatching units, and dealing with new situations all in the comfort of a game. It contains a progression system, where you can upgrade your units and make sure they stay safe while on-duty. The game also gives real life tips during loading screens, such as how to identify heart attacks, strokes, how and when to call 911, and what information they need to get help to you.
    I think the game is wonderful, and I continue to play it to this day.

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

  • September 1st, 2021

    My History with Video Games.

    My first memorable experience with video games happened around 2007, when my mother purchased me an Xbox 360. I don’t specifically remember what video games I had for my Xbox, but I do remember I was very excited about it and it made me happy.

    Xbox 360 controllers — maxpixel.net


    A few years later, my mother bought a Nintendo DS Lite for herself to play Super Mario on, but it ended up becoming mine. I do remember having only three games on it for some time. I had the game Gameboy Advanced cartridge for the board game Risk, I had Super Mario Brothers for the DS, and I had a Transformers game. I loved all of those games, and I loved the simplicity of the Nintendo DS Lite, I really with that I still had it so I had a way to play Gameboy games.

    I gained my first access to computer gaming in 2014 when my grandmother started letting me use her computer at her house. I was still not allowed to use the family computer in my own home, but any chance I got at my grandmothers, I would play flash games online.

    I did not receive any other game console for six more years, up until my Grandmother purchased a Nintendo 3DS XL for me and my cousin in 2013. I remember having that console up until 2019, when I got the Nintendo Switch for Christmas. Throughout the 2010s and into 2020s I have had access to modern versions of the Xbox and PlayStation, and I have had too many games to count.



    My Experiences with Software Development

    My interests with game development originated in 2014. I had been wanting to play the game Minecraft, but my parents would not buy it for me, my mother disapproved of it because her first experience with it was me being scared by a creeper. So I decided that I would just go and make my own Minecraft.

    Minecraft Block – Pixabay


    I had been experimenting with windows batch script for a few months at this point, I understood how to use it to create simple text-based RPGs, chatbots, and other simple programs, so I decided that I would start there and see if there was a way to make a game like Minecraft in a notepad. I very quickly found out that it was possible, but I would not be able to use windows bath, since you can’t exactly create 3D graphics using a command-line scripting language.

    I found, through research, that Minecraft had been made in a language called Java. I had never heard the concept of programming languages before, I had no idea how they worked, how to read them, or anything related to it, but I was determined to learn new things. I went to YouTube and started learning, I quickly learned that I needed an IDE to make my life much easier, so I installed Eclipse and JDK 7, which was the modern version at the time. I created a calculator as my first project, skipping the classic “Hello World” program entirely.

    Since 2014, I have been expanding my knowledge of Java, and I have expanded into C#, Python, Lua, and some web development. I have tried to teach myself C++, but it has never caught on, and I have been working on teaching myself OS development in raw assembly.

    What role do I want to play in the video game industry?

    Hollow Knight Banner — Game Informer

    Based on my experiences with game development, playing video games, and just how I feel, I really want to play the role of programmer in the industry. I don’t want to work for the big publishers or the big companies thought, I want to work on the small projects. The projects where everyone in the company knows you personally, where the CEO is not only your boss, but your neighbor or your friend. I want to work with indie game developers and small studios.

    I feel that the video game industry relies on the small studios and the indie developers. That is where innovation comes from, from the people who have risks that need to be taken, who don’t have fifteen different review processes a game has to go to before it even reaches testing. I want to be a part of that, I want to be a part of the industrial backbone. After I graduate, I want to work for the federal government in cyber security, but after that I fully intend to either join a small studio, or maybe start my own studio. Maybe I will have a part in the next big indie game.

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

    ¶¶¶¶¶

Design a site like this with WordPress.com
Get started